Author Topic: Top 10 Arcane Persistable Spells by Level (For Future Handbook)  (Read 21396 times)

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Bill Bisco: Eloquent Elf

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Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« on: September 03, 2011, 06:32:31 PM »
This is a list of what we somewhat arbitrarily believe are the best Arcane Persistable Spells by Level.  Please suggest any changes or additions.  Thanks!

Work-in-Progress

Level 1
1. Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str.  Can make Slam attack as natural secondary attack (Sorceror/Wizard 1) (Transmutation) [Earth] (Spell Compendium, pg. 94)
2. Shield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)
3. Wings of Swift Flying - Add 30 ft (40 if dragon or dragonblooded) to your fly speed granted by a temporary spell or effect (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 119-120)
4. Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 108)
5. Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
6. Bulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)
7. Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 149)
8. Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Transmutation) (Spell Compendium, pg. 121)
9. Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 145)
10. Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 139)

Level 2
1. Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 96)
2. Scimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage.  Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal) (Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Sandstorm, pg. 120)
3. Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)
4. Suffer the Flesh - Take up to 2 Constitution damage/CL (max 10), for every 2 points of damage taken increase caster level by +1 (max +5) (Sorceror/Wizard 2) (Transmutation) (Magic of Eberron, pg. 103)
5. Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 243)
6. Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Assassin 2,Dungeon Master's Guide, pg. 181) (Hexblade 2, Complete Warrior, pg. 116) ( Wu Jen, Complete Arcane, pg. 92) (Bard 2, Sorceror/Wizard 2) (Transmutation)  (PHB, pg. 197)
7. Cloud of Knives - As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2, Sorceror/Wizard 2) (Conjuration) (Player's Handbook II, pg. 107)
8. Elation - Allies within 80 ft. gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3) (Enchantment) (Mind-Affecting) (Book of Exalted Deeds)
9. See Invisibility - See any objects or beings within your range of vision that are invisible and/or ethereal and can distinguish between them and regular creatures (Bard 3, Sorceror/Wizard 2) (Divination) (Player's Handbook, pg. 275)
10. Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)

Level 3
1. Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3, Sorceror/Wizard 3) (Divination) (Heroes of Battle, pg. 125)
2. Permeable Form - Become incorporeal and gain all the benefits and disadvantages thereof (Sorceror/Wizard 3) (Transmutation) (Lords of Madness, pg. 129)
3. Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 19)
4. Blink - Blink back and force betweeen the material and ethereal plane.  Gain 50% miss chance against all attacks.  If attacker can see invisible or strike ethereal creatures, chance is 20%, if attacker can both see invisible and strike ethereal creatures, miss chance is 0%.  Strike as an invisible creature (+2 unless target can see invisible), targeted spells against you have a 50% chance to fail unless the attacker can see invisible ethereal creatures.  Your attacks and spells have a 20% chance of affecting the ethereal rather than material plane (wouldn't normally continue to work unless force effect).  Take half damage from area effects in material plane (full in ethereal plane). Move a 3/4 Speed.  Can move through solid spaces in the material plane but for every 5 ft moved, 50% chance of being shunted to the nearest open space taking 1d6 damage/5ft moved. (Bard 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook, pg. 206)
5. Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook II, pg. 113)
6. Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly (Will negates), Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3, Hexblade 2, Sorceror/Wizard 3) (Enchantment) (Charm) (Dragon Magic, pg. 64)
7. Whispering Sand - Fix your mind on creatures whom you know, have me, or know the name of, if both you and them have at least 1 pound of sand, dust, or ash, you can speak back and forth through the material as long as you are on the same plane (Druid 3, Sorceror/Wizard 3) (Transmutation [Language-Dependent]) (Sandstorm, pg. 128)
8. Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4, Sorceror/Wizard 4) (Enchantment) (Compulsion) [Mind-Affecting] (Dragons of Faerun, pg. 114)
9. Vital Strike - Attacks are sneak attacks even if target is not flat-footed or flanked, do not gain other benefits from effects that improve a sneak attack (such as ability damage from feats, etc.)  (Assassin 3) (Divination) (Complete Mage, pg. 122)
10. Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Evocation) [Good, Sonic] (Spell Compendium, pg. 117-118)
11. Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Evocation) [Evil, Sonic] (Spell Compendium, pg. 122)

Level 4

1. Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4, Sorceror/Wizard 4) (Illusion (Glamer)) (Player's Handbook, pg. 245)
2. Thunderlance - Gain lance of force, retract to 1 or expand to 20 foot reach, deals 3d6 x2, use Int or Cha instead of Str, striking targets with force effects of 3rd level or lower, make a dispel check (Sorceror/Wizard 4) (Evocation) [Force] (Spell Compendium, pg. 220)
3. Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4, Beguiler 4, Sorceror/Wizard 4) (Illusion) (Figment) (Player's Handbook II, pg. 120)
4. SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4, Sorceror/Wizard 4) (Transmutation) (Sandstorm, pg. 119)
5. Displacer Form - Assume form of Displacer Beast, Size Large, two tentacle attacks 1d6+Str, have Str18, Dex15, Con16, speed 40, darkvision 60, lowlight vision, can speak and cast spells, natural armor +5, gain displacer beast's displacement (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 67)
6. Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 178)
7. Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5, Sorceror/Wizard 4) (Evocation) [Varies] (Spell Compendium, pg. 73)
8. Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Illusion) (Figment) (Complete Mage, pg. 110)
9. Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Assassin 4) (Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4) (Abjuration) (Dungeon Master's Guide, pg. 181) (Player's Handbook, pg. 233)
10. Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Good] (Dragon Magic, pg. 70)
11. Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Evil] (Dragon Magic, pg. 73)

Level 5

1. Skin of the Steel Dragon - Gain Spell Resistance 10+CL, if Sorceror gain +5 resistance bonus on saves vs. poison (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 58)
2. Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Celerity 8, Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 32)
3. Draconic Polymorph - As polymorph except that you can assume a form up to 20 HD and form has an additional +8 Str and +2 Con (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Draconomicon, pg. 79)
4. Unfettered Heroism - Gain Temporary Action Point each round (Bard 5, Sorceror/Wizard 5) (Transmutation) (Races of Eberron, pg. 190-191)
5. Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5 (air), Sorceror/Wizard 5) (Evocation) (Transmutation) [Electricity] (Dragon Magic, pg. 69-70)
6. Spell Matrix, Lesser - Cast up to a 3rd level spell (that can be quickened) into the Matrix, can cast the spell later as a swift action, take 1d6 damage that cannot be healed by any means while spell active (Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 199)
7. Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5, Sorceror/Wizard 5) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
8. Fiendform - Take form of any fiendish creature that can be summoned by Summon Monster I-IV,  gain all extraordinary, spell-like, and supernatural abilities, gain outsider type (gain proficiency with all simple and martial weapons, darkvision 60ft, don't need to eat or sleep) (Sorceror/Wizard 5) (Transmutation) (Polymorph) [Evil] (Spell Compendium, pg. 90)
9. Dridershape - Take on the forms and abililities of a drider but without drider spellcasting, but retain your spellcasting. (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 61)
10. Shard Blessing Aura - Blue-white light shines from your space equal to the lumens of a candle, gain a lesser globe of invulnerability effect (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 57)

Level 6

1. Eyes of the Oracle - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6, Sorceror/Wizard 6, Wu Jen 6) (Divination) (Dragon Magic, pg. 66-67)
2. Antimagic Field - All spells, spell-like abilities, supernatural abilities, and magic items cease to function within 10ft radius emanation. (Cleric 8, Magic 6, Protection 6, Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 200)
3. Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 28)
3. Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 207)
4. Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Transmutation) [Water] (Spell Compendium, pg. 48)
5. Empyreal Ecstasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6, Pleasure 7) (Abjuration) (Book of Exalted Deeds, pg. 98)
6. Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Spell Compendium, pg. 18)
7. Eye of Stone - Gain an invisible magical sensor that sends you visual information that can move 30 ft/round looking straight ahead or 10ft/round looking up, down, and horizontally, can fit through up to a 1" diameter and can pass wholly through stone (Sorceror/Wizard 6) (Divination) (Scrying) (Races of Stone, pg. 162)
8. Aura of Terror - Whenever you Attack or Charge, creatures within radius with fewer HD than CL must make Will save or become Shaken, extra bonuses if you already have frightful presence (Sorceror/Wizard 6) (Necromancy) [Fear, Mind-Affecting] (Draconomicon, pg. 77)
9. Prismatic Aura - Gain Concealment, any creature striking you with a non-reach melee weapon is subject to one prismatic spray spell effect, once a color has been expended it disappears from the aura, once all 7 colors have been expended the spell ends (Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 113)
10. Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened (Cleric 6, Sorceror/Wizard 6) (Transmutation) [Good] (Book of Exalted Deeds)
11. Fiendish Quickening (Requires Fiend Component) - Cast Teleport or Teleport without Error spell-like ability is quickened. (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Book of Vile Darkness, pg. 95)

Level 7

1. Arcane Spellsurge - Spells that take 2-10 rounds take 1 less round to cast, 1 full round spells take a standard action, standard action spells take a swift action, doesn't stack with other abilities that reduce casting times (Sorceror/Wizard 7, Wu Jen 7) (Universal) (Dragon Magic, pg. 64)
2. Glorious Master of the Elements - As a standard action can make a ranged touch attack within 60 ft. deal 1d6 energy/2CL (max 10d6), select acid, cold, electric, or fire before attack, gain a cumulative +2 damage bonus for each subsequent attack on the same target for the same spell, dragonblood: use d8 instead (Sorceror/Wizard 7) (Evocation) [Acid, Cold, Electricity, Fire] (Dragon Magic, pg. 67-68)
3. Kiss of Draconic Defiance - An enemy attempting to cast a spell within 40ft radius must make fort save or lose spell, a successful save makes the subject immune for 24 hours, can expend spell to automatically counter a spell of 5th or lower and don't need to lose a slot (Sorceror/Wizard 7) (Abjuration) (Dragon Magic, pg. 69)
4. Animate Breath - If you have a breath weapon, turn breathe into animated Huge Fire Elemental under your command.  (other breath weapons will turn it into another elemental type depending on energy type). (Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 11)
5. Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6, Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 28)
6. Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Complete Arcane)
7. Giant Size - CL1-15 Become Huge, CL16-18 Become Gargantuan, CL19+ become Colossal Size, gain commensurate bonuses and penalties for size (Wu Jen 7) (Transmutation) (Complete Arcane, pg. 109-110)
8. Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6, Sorceror/Wizard 7) (Abjuration) [Ectomancy] (Libris Mortis, pg. 65)
9. Pulse of Hate - 2d6 unholy damage to all enemies within 20ft radius/round at start of your turn (Cleric 7, Sorceror/Wizard 7) (Necromancy) [Evil] (Player's Handbook II, pg. 122)
10. Eye of the Beholder - Gain +2 Circumstance on Spot checks, gain random ray ability (usable by standard action) that either lets you use, Charm Person, Charm Monster, Sleep (no max HD), Flesh to Stone, Disintegrate, Fear, Slow, Inflict Moderate wounds, Finger of Death, or Telekinesis.  Ray has range of 150 ft, DC18 (Sorceror/Wizard 7) (Transmutation) [Evil] (Book of Vile Darkness, pg. 94)

Level 8

1. Mysterious Redirection - Melee Attacks, Ranged attacks, and spells delivered by melee touch cause the attacker to make a will save, failure means 50% chance that attack is redirected to an adjacent target (determined randomly) within reach of the original attacker, if no eligible target is available the attack misses (Sorceror/Wizard 8, Wu Jen 8) (Abjuration) (Complete Mage, pg. 111)
2. Veil of Undeath - Immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, effects that require fort save unless they affect objects or are harmless, don't need to eat, sleep, or breathe, Con becomes -, cured by inflict spells and harmed by cure spells (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 72)
3. Lightning Ring - Elec Res 20, adjacent creatures take 10d6 electric (Ref Half), at start of turn, direct 2 lightning bolts dealing 5d6 electric damage (Ref Half) (Sorceror/Wizard 8) (Evocation) [Electricity] (Spell Compendium, pg. 132)
4. Invisibility, Superior - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, blindsight, other immunities (Sorceror/Wizard 8) (Illusion) (Glamer) (Spell Compendium, pg. 125)
5. Illusion Purge - All 7th level illusions or lower within 5ft emanation/level are negated (Cleric 8, Sorceror/Wizard 8, Truth 7) (Evocation) (Races of Eberron, pg. 187)
6. Minute Form - CL 15-16 Shrink to Tiny, CL17-18 Shrink to Diminutive, CL 19+, shrink to Fine Size.  Gain commensurate bonuses and penalties for small size (Wu Jen 8) (Transmutation) (Complete Arcane, pg. 115)
7. Iron Body - Gain DR 15/Adamantine, Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology and/or respiration because you have none during this spell, half damage from acid, become slowed if struck by electricity and vulnerable to a rust monster, +6 Enh to Str, -6 Penalty to Dex, speed reduced by half, Arcane Failure 50%, -8 armor check penalty, cannot drink, weigh 10x as much as you do now, can survive the crushing pressure and lack of air from the bottom of the ocean, armed when making unarmed attacks, unarmed attacks deal damage as a club for your size (1d4 small, 1d6 medium, etc.) (Earth 8, Sorceror/Wizard 8) (Transmutation) (Player's Handbook, pg. 245-246)
8. Moment of Prescience - Gain +1 Insight/CL (max 25) on 1 attack, opposed ability, skill check, saving throw, or AC against a single attack, can activate this ability at any time, takes no action, not more than one Moment of Prescience can be active at a time (Luck 8, Sorceror/WIzard 8) (Divination) (Player's Handbook, pg. 255)
9. Surelife - Protect yourself from death against a certain natural cause such as buried under an avalanche or being immersed in oil, if exposed to condition suffer no pain or discomfort (Fortune 8, Guardian 8, Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 115)
10. Necrotic Empowerment - +8 enh to Dex, Int, Wis, +8 Natural Armor, +5 competence to Fort, 100 temp hp (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 68)

Level 9

1. Invoke Magic - Can cast a single 4th level spell or lower that works even in the area of an anti-magic field, a dead magic area, or a null-magic plane (Sorceror/Wizard 9) (Evocation) (Lords of Madness, pg. 212)
2. Lash of Force - As immediate action can deal 5d6 force damage to a creature you can see (even concealment) within 10 ft, can release spell to send out 30 ft line of force for 15d6 Ref Half, failed save causes prone as well (Sorceror/Wizard 9) (Evocation) [Force] (Complete Mage, pg. 109)
3. Foresight - Receive instantaneous warnings of impending danger to yourself such as knowing in advance a rogue was about to sneak attack you, can never be surprised or flat-footed, Gain +2 Insight to AC and Reflex Saves (Lost if you lose your Dex bonus) (Druid 9, Knowledge 9, Sorceror/Wizard 9) (Divination) (Player's Handbook, pg. 233)
4. Shapechange - Assume the form of any single non-unique creature of any size with HD up to your CL (max 25), gain all extraordinary and supernatural abilities assumed form but lose your own supernatural abilities, and gain the type of the creature in question.  Can change form once/round as a free action.  Gain +10 Disguise. (Animal 9, Druid 9, Sorceror/Wizard 9) (Transmutation) (Player's Handbook, pg. 277-278)
5. Time Stop - Move so fast that time appears to cease to flow for everthing and everyone but you, Other creatures are invulnerable to your spells and attacks and they may not be targeted for the duration of Time Stop, spells with a remaining duration after the timestop proceed normally, you cannot move or harm items held or carried by another creature while time stop is active, cannot enter an anti-magic field while spell is active (Sorceror/Wizard 9, Trickery 9) (Transmutation) (Player's Handbook, pg. 294)
6. Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9) (Abjuration) (Spell Compendium, pg. 6)
7. Enervating Breath - Creatures that fail their save against your breath weapon take 2d4 negative levels. (Sorceror/Wizard 9) (Necromancy) [Negative] (Spell Compendium, pg. 82)
8. Undermaster - Can use any of the following spells as a Spell-like ability (1 spell/round) requiring a standard action (even if the spell normally requires more than that), : Burrow, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Sphere, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone (Druid 9, Sorceror/Wizard 9) (Transmutation) [Earth] (Underdark, pg. 62)
9. Dimensional Jumper, Greater - Teleport 60 feet as a Swift Action (Sorceror/Wizard 9) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
10. Transcend Mortality - Gain DR 30/Epic, SR21+CL, Acid, Cold, Fire, Electricity, and Sonic Resistance 50, Immune to ability damage, disease, energy drain, poison, and death effects, don't need to eat, drink, or breath, +10 enhancement to saving throws, instantly slain and reduced to pile of dust at end of spell, cannot prevent this by any means (Wu Jen 9) (Transmutation) (Complete Mage, pg. 121)

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #1 on: September 03, 2011, 07:21:31 PM »
Work-in-Progress

Level 1
1. Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str.  Can make Slam attack as natural secondary attack (Sorceror/Wizard 1) (Transmutation) [Earth] (Spell Compendium, pg. 94)
2. Shield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)
3. Wings of Swift Flying - Add 30 ft (40 if dragon or dragonblooded) to your fly speed granted by a temporary spell or effect (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 119-120)
4. Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 108)
5. Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1, Sorceror/Wizard 1) (Abjuration) (Spell Compendium, pg. 148)
6. Bulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)
7. Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 149)
8. Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Transmutation) (Spell Compendium, pg. 121)
9. Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 145)
10. Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 139)

Level 2
1. Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 96)
2. Whispercast - The next spell you cast requires no somatic or material components (Sorceror/Wizard 2) (Transmutation) (Lords of Madness, pg. 129-130)
3. Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)
4. Suffer the Flesh - Take up to 2 Constitution damage/CL (max 10), for every 2 points of damage taken increase caster level by +1 (max +5) (Sorceror/Wizard 2) (Transmutation) (Magic of Eberron, pg. 103)
5. Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 243)
6. Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Assassin 2,Dungeon Master's Guide, pg. 181) (Hexblade 2, Complete Warrior, pg. 116) ( Wu Jen, Complete Arcane, pg. 92) (Bard 2, Sorceror/Wizard 2) (Transmutation)  (PHB, pg. 197)
7. Cloud of Knives - As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2, Sorceror/Wizard 2) (Conjuration) (Player's Handbook II, pg. 107)
8. Elation - Allies within 80 ft. gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3) (Enchantment) (Mind-Affecting) (Book of Exalted Deeds)
9. See Invisibility - See any objects or beings within your range of vision that are invisible and/or ethereal and can distinguish between them and regular creatures (Bard 3, Sorceror/Wizard 2) (Divination) (Player's Handbook, pg. 275)
10. Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)

Level 3
1. Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3, Sorceror/Wizard 3) (Divination) (Heroes of Battle, pg. 125)
2. Permeable Form - Become incorporeal and gain all the benefits and disadvantages thereof (Sorceror/Wizard 3) (Transmutation) (Lords of Madness, pg. 129)
3. Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 19)
4. Blink - Blink back and force betweeen the material and ethereal plane.  Gain 50% miss chance against all attacks.  If attacker can see invisible or strike ethereal creatures, chance is 20%, if attacker can both see invisible and strike ethereal creatures, miss chance is 0%.  Strike as an invisible creature (+2 unless target can see invisible), targeted spells against you have a 50% chance to fail unless the attacker can see invisible ethereal creatures.  Your attacks and spells have a 20% chance of affecting the ethereal rather than material plane (wouldn't normally continue to work unless force effect).  Take half damage from area effects in material plane (full in ethereal plane). Move a 3/4 Speed.  Can move through solid spaces in the material plane but for every 5 ft moved, 50% chance of being shunted to the nearest open space taking 1d6 damage/5ft moved. (Bard 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook, pg. 206)
5. Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook II, pg. 113)
6. Ferocity of Sanguine Rage - 1/2CL Morale bonus to melee damage rolls (weapons or natural attacks), can expend spell to activate a true strike effect for one attack (Assassin 4, Sorceror/Wizard 3) (Transmutation) (Divination) (Dragon Magic pg. 67)
7. Whispering Sand - Fix your mind on creatures whom you know, have me, or know the name of, if both you and them have at least 1 pound of sand, dust, or ash, you can speak back and forth through the material as long as you are on the same plane (Druid 3, Sorceror/Wizard 3) (Transmutation [Language-Dependent]) (Sandstorm, pg. 128)
8. Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4, Sorceror/Wizard 4) (Enchantment) (Compulsion) [Mind-Affecting] (Dragons of Faerun, pg. 114)
9. Vital Strike - Attacks are sneak attacks even if target is not flat-footed or flanked, do not gain other benefits from effects that improve a sneak attack (such as ability damage from feats, etc.)  (Assassin 3) (Divination) (Complete Mage, pg. 122)
10. Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Evocation) [Good, Sonic] (Spell Compendium, pg. 117-118)
11. Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Evocation) [Evil, Sonic] (Spell Compendium, pg. 122)

Level 4

1. Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4, Sorceror/Wizard 4) (Illusion (Glamer)) (Player's Handbook, pg. 245)
2. Watchful Ancestors - Gain improved uncanny dodge as a barbarian except use your CL in place of the barbarian level, can end spell as an immediate action for +1 Insight/CL to Reflex saves (Bard 4, Cleric 4, Sorceror/Wizard 4) (Conjuration) (Summoning) (Magic of Eberron, pg. 103)
3. Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4, Beguiler 4, Sorceror/Wizard 4) (Illusion) (Figment) (Player's Handbook II, pg. 120)
4. SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4, Sorceror/Wizard 4) (Transmutation) (Sandstorm, pg. 119)
5. Displacer Form - Assume form of Displacer Beast, Size Large, two tentacle attacks 1d6+Str, have Str18, Dex15, Con16, speed 40, darkvision 60, lowlight vision, can speak and cast spells, natural armor +5, gain displacer beast's displacement (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 67)
6. Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 178)
7. Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5, Sorceror/Wizard 4) (Evocation) [Varies] (Spell Compendium, pg. 73)
8. Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Illusion) (Figment) (Complete Mage, pg. 110)
9. Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Assassin 4) (Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4) (Abjuration) (Dungeon Master's Guide, pg. 181) (Player's Handbook, pg. 233)
10. Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Good] (Dragon Magic, pg. 70)
11. Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Evil] (Dragon Magic, pg. 73)

Level 5

1. Skin of the Steel Dragon - Gain Spell Resistance 10+CL, if Sorceror gain +5 resistance bonus on saves vs. poison (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 58)
2. Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Celerity 8, Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 32)
3. Draconic Polymorph - As polymorph except that you can assume a form up to 20 HD and form has an additional +8 Str and +2 Con (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Draconomicon, pg. 79)
4. Unfettered Heroism - Gain Temporary Action Point each round (Bard 5, Sorceror/Wizard 5) (Transmutation) (Races of Eberron, pg. 190-191)
5. Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5 (air), Sorceror/Wizard 5) (Evocation) (Transmutation) [Electricity] (Dragon Magic, pg. 69-70)
6. Spell Matrix, Lesser - Cast up to a 3rd level spell (that can be quickened) into the Matrix, can cast the spell later as a swift action, take 1d6 damage that cannot be healed by any means while spell active (Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 199)
7. Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5, Sorceror/Wizard 5) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
8. Fiendform - Take form of any fiendish creature that can be summoned by Summon Monster I-IV,  gain all extraordinary, spell-like, and supernatural abilities, gain outsider type (gain proficiency with all simple and martial weapons, darkvision 60ft, don't need to eat or sleep) (Sorceror/Wizard 5) (Transmutation) (Polymorph) [Evil] (Spell Compendium, pg. 90)
9. Dridershape - Take on the forms and abililities of a drider but without drider spellcasting, but retain your spellcasting. (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 61)
10. Shard Blessing Aura - Blue-white light shines from your space equal to the lumens of a candle, gain a lesser globe of invulnerability effect (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 57)

Level 6

1. Eyes of the Oracle - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6, Sorceror/Wizard 6, Wu Jen 6) (Divination) (Dragon Magic, pg. 66-67)
2. Antimagic Field - All spells, spell-like abilities, supernatural abilities, and magic items cease to function within 10ft radius emanation. (Cleric 8, Magic 6, Protection 6, Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 200)
3. Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 28)
3. Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 207)
4. Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Transmutation) [Water] (Spell Compendium, pg. 48)
5. Empyreal Ecstasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6, Pleasure 7) (Abjuration) (Book of Exalted Deeds, pg. 98)
6. Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Spell Compendium, pg. 18)
7. Eye of Stone - Gain an invisible magical sensor that sends you visual information that can move 30 ft/round looking straight ahead or 10ft/round looking up, down, and horizontally, can fit through up to a 1" diameter and can pass wholly through stone (Sorceror/Wizard 6) (Divination) (Scrying) (Races of Stone, pg. 162)
8. Aura of Terror - Whenever you Attack or Charge, creatures within radius with fewer HD than CL must make Will save or become Shaken, extra bonuses if you already have frightful presence (Sorceror/Wizard 6) (Necromancy) [Fear, Mind-Affecting] (Draconomicon, pg. 77)
9. Prismatic Aura - Gain Concealment, any creature striking you with a non-reach melee weapon is subject to one prismatic spray spell effect, once a color has been expended it disappears from the aura, once all 7 colors have been expended the spell ends (Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 113)
10. Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened (Cleric 6, Sorceror/Wizard 6) (Transmutation) [Good] (Book of Exalted Deeds)
11. Fiendish Quickening (Requires Fiend Component) - Cast Teleport or Teleport without Error spell-like ability is quickened. (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Book of Vile Darkness, pg. 95)

Level 7

1. Arcane Spellsurge - Spells that take 2-10 rounds take 1 less round to cast, 1 full round spells take a standard action, standard action spells take a swift action, doesn't stack with other abilities that reduce casting times (Sorceror/Wizard 7, Wu Jen 7) (Universal) (Dragon Magic, pg. 64)
2. Glorious Master of the Elements - As a standard action can make a ranged touch attack within 60 ft. deal 1d6 energy/2CL (max 10d6), select acid, cold, electric, or fire before attack, gain a cumulative +2 damage bonus for each subsequent attack on the same target for the same spell, dragonblood: use d8 instead (Sorceror/Wizard 7) (Evocation) [Acid, Cold, Electricity, Fire] (Dragon Magic, pg. 67-68)
3. Kiss of Draconic Defiance - An enemy attempting to cast a spell within 40ft radius must make fort save or lose spell, a successful save makes the subject immune for 24 hours, can expend spell to automatically counter a spell of 5th or lower and don't need to lose a slot (Sorceror/Wizard 7) (Abjuration) (Dragon Magic, pg. 69)

4. Animate Breath - If you have a breath weapon, turn breathe into animated Huge Fire Elemental under your command.  (other breath weapons will turn it into another elemental type depending on energy type). (Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 11)
5. Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6, Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 28)
6. Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Complete Arcane)
7. Giant Size - CL1-15 Become Huge, CL16-18 Become Gargantuan, CL19+ become Colossal Size, gain commensurate bonuses and penalties for size (Wu Jen 7) (Transmutation) (Complete Arcane, pg. 109-110)
8. Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6, Sorceror/Wizard 7) (Abjuration) [Ectomancy] (Libris Mortis, pg. 65)
9. Pulse of Hate - 2d6 unholy damage to all enemies within 20ft radius/round at start of your turn (Cleric 7, Sorceror/Wizard 7) (Necromancy) [Evil] (Player's Handbook II, pg. 122)
10. Eye of the Beholder - Gain +2 Circumstance on Spot checks, gain random ray ability (usable by standard action) that either lets you use, Charm Person, Charm Monster, Sleep (no max HD), Flesh to Stone, Disintegrate, Fear, Slow, Inflict Moderate wounds, Finger of Death, or Telekinesis.  Ray has range of 150 ft, DC18 (Sorceror/Wizard 7) (Transmutation) [Evil] (Book of Vile Darkness, pg. 94)

Level 8

1. Mysterious Redirection - Melee Attacks, Ranged attacks, and spells delivered by melee touch cause the attacker to make a will save, failure means 50% chance that attack is redirected to an adjacent target (determined randomly) within reach of the original attacker, if no eligible target is available the attack misses (Sorceror/Wizard 8, Wu Jen 8) (Abjuration) (Complete Mage, pg. 111)
2. Veil of Undeath - Immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, effects that require fort save unless they affect objects or are harmless, don't need to eat, sleep, or breathe, Con becomes -, cured by inflict spells and harmed by cure spells (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 72)
3. Lightning Ring - Elec Res 20, adjacent creatures take 10d6 electric (Ref Half), at start of turn, direct 2 lightning bolts dealing 5d6 electric damage (Ref Half) (Sorceror/Wizard 8) (Evocation) [Electricity] (Spell Compendium, pg. 132)
4. Invisibility, Superior - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, blindsight, other immunities (Sorceror/Wizard 8) (Illusion) (Glamer) (Spell Compendium, pg. 125)
5. Illusion Purge* - All 7th level illusions or lower within 5ft emanation/level are negated (Cleric 8, Sorceror/Wizard 8, Truth 7) (Evocation) (Races of Eberron, pg. 187)
6. Minute Form - CL 15-16 Shrink to Tiny, CL17-18 Shrink to Diminutive, CL 19+, shrink to Fine Size.  Gain commensurate bonuses and penalties for small size (Wu Jen 8) (Transmutation) (Complete Arcane, pg. 115)
7. Iron Body - Gain DR 15/Adamantine, Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology and/or respiration because you have none during this spell, half damage from acid, become slowed if struck by electricity and vulnerable to a rust monster, +6 Enh to Str, -6 Penalty to Dex, speed reduced by half, Arcane Failure 50%, -8 armor check penalty, cannot drink, weigh 10x as much as you do now, can survive the crushing pressure and lack of air from the bottom of the ocean, armed when making unarmed attacks, unarmed attacks deal damage as a club for your size (1d4 small, 1d6 medium, etc.) (Earth 8, Sorceror/Wizard 8) (Transmutation) (Player's Handbook, pg. 245-246)
8. Moment of Prescience - Gain +1 Insight/CL (max 25) on 1 attack, opposed ability, skill check, saving throw, or AC against a single attack, can activate this ability at any time, takes no action, not more than one Moment of Prescience can be active at a time (Luck 8, Sorceror/WIzard 8) (Divination) (Player's Handbook, pg. 255)
9. Surelife - Protect yourself from death against a certain natural cause such as buried under an avalanche or being immersed in oil, if exposed to condition suffer no pain or discomfort (Fortune 8, Guardian 8, Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 115)
10. Necrotic Empowerment - +8 enh to Dex, Int, Wis, +8 Natural Armor, +5 competence to Fort, 100 temp hp (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 68)

Level 9

1. Invoke Magic - Can cast a single 4th level spell or lower that works even in the area of an anti-magic field, a dead magic area, or a null-magic plane (Sorceror/Wizard 9) (Evocation) (Lords of Madness, pg. 212)
2. Lash of Force - As immediate action can deal 5d6 force damage to a creature you can see (even concealment) within 10 ft, can release spell to send out 30 ft line of force for 15d6 Ref Half, failed save causes prone as well (Sorceror/Wizard 9) (Evocation) [Force] (Complete Mage, pg. 109)
3. Foresight - Receive instantaneous warnings of impending danger to yourself such as knowing in advance a rogue was about to sneak attack you, can never be surprised or flat-footed, Gain +2 Insight to AC and Reflex Saves (Lost if you lose your Dex bonus) (Druid 9, Knowledge 9, Sorceror/Wizard 9) (Divination) (Player's Handbook, pg. 233)
4. Shapechange - Assume the form of any single non-unique creature of any size with HD up to twice your CL (max 50), gain all extraordinary and supernatural abilities assumed form but lose your own supernatural abilities, and gain the type of the creature in question.  Can change form once/round as a free action.  Gain +10 Disguise. (Animal 9, Druid 9, Sorceror/Wizard 9) (Transmutation) (Player's Handbook, pg. 277-278)
5. Time Stop - Move so fast that time appears to cease to flow for everthing and everyone but you, Other creatures are invulnerable to your spells and attacks and they may not be targeted for the duration of Time Stop, spells with a remaining duration after the timestop proceed normally, you cannot move or harm items held or carried by another creature while time stop is active, cannot enter an anti-magic field while spell is active (Sorceror/Wizard 9, Trickery 9) (Transmutation) (Player's Handbook, pg. 294)
6. Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9) (Abjuration) (Spell Compendium, pg. 6)
7. Enervating Breath - Creatures that fail their save against your breath weapon take 2d4 negative levels. (Sorceror/Wizard 9) (Necromancy) [Negative] (Spell Compendium, pg. 82)
8. Spell Matrix, Greater - Cast up to three spells, up to third level in Matrix, can release up to three spells at once as a swift action, can decide that spell sequence initiates under certain conditions, take 3d6 damage that can't be healed until spell discharged (Sorceror/Wizard 9) (Transmutation) (Spell Compendium, pg. 199)
9. Dimensional Jumper, Greater - Teleport 60 feet as a Swift Action (Sorceror/Wizard 9) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
10. Transcend Mortality - Gain DR 30/Epic, SR21+CL, Acid, Cold, Fire, Electricity, and Sonic Resistance 50, Immune to ability damage, disease, energy drain, poison, and death effects, don't need to eat, drink, or breath, +10 enhancement to saving throws, instantly slain and reduced to pile of dust at end of spell, cannot prevent this by any means (Wu Jen 9) (Transmutation) (Complete Mage, pg. 121)
*Big asterisk, this kills your own Illusions, too.  If you don't like Illusions or are casting your Illusions as if they're Heightened to 8th level, then fine.  As is, I generally don't like this.  The other ones I struck through are spells I believe are crap, mostly because their effects discharge or they're just plain crap. (Iron Body!? Are you kidding me!?)

zugschef

  • Curious George
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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #2 on: September 03, 2011, 08:01:39 PM »
wings of swift flying has already got an h/lvl duration. no need to persist it.

Caelic

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #3 on: September 03, 2011, 08:59:16 PM »
Gotta say that I think Instant Search should make the list for level 1.  Instant Locksmith is a little situational, but the ability to search every round as a free action without slowing the party down is a huge advantage.  Consumptive Field falls into the "So good it's broken and probably not allowed" category.  Time Stop doesn't work as a Persistable spell.
« Last Edit: September 03, 2011, 09:04:34 PM by Caelic »

zugschef

  • Curious George
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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #4 on: September 03, 2011, 09:14:50 PM »
you can't persist moment of prescience, btw. wouldn't make sense to do it, anyway.

Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #5 on: September 03, 2011, 09:25:12 PM »

*Big asterisk, this kills your own Illusions, too.  If you don't like Illusions or are casting your Illusions as if they're Heightened to 8th level, then fine.  As is, I generally don't like this.  The other ones I struck through are spells I believe are crap, mostly because their effects discharge or they're just plain crap. (Iron Body!? Are you kidding me!?)

Just a few notes:

Nightshield is a cheap +3 to all saves in lieu of an item, a valid alternative.  However it's not that great til CL 9, I might switch that one out.
Master's touch is a free weapon proficiency, specifically use it for exotic weapons for its full effect.

Improvisation becomes nicer later and has no cap, but at low levels, it ain't the shebang, do note however, that Dexterity is an ability check and initiative is a dexterity check, so this spell can help your initiative which is kinda why I like to keep it there.

Level 2:

Whispercast by default only lasts 1 round meaning that spells with a casting time greater than 1 round with expensive material components are not usually available.  Use this to cast Apocalypse from the Sky, Animate Dead, and the like.

Curious why you don't think mirror image is a good choice, you're denying several hits to almost all enemies

Level 3:

Curious what you'd replace with Ferocity of Sanguine rage, it has no CL cap.  Same with Vital Strike, the guarantee of sneak attack damage seems pretty big to me.

Level 4:

Curious about displacer form, Draconic Polymorph isn't available yet and regular polymorph can't be persisted.  With displacer Form you have a 50% chance to ignore attacks unless enemy is invisible, combine this with Blinking and Mirror Image for much fun.  You even gain a bite attack and tentacles for multi-attack goodness and unlike many other polymorph spells you can still cast spells in this form.

Level 6:

You'll have to suggest for me some other spells then.  Take a look at my sig for all the Arcane Persistable spells.  6th level is very skimpy.

Level 7:

Kiss of Draconic defiance screws over high level spellcasters, Eye of the beholder gives you a chance for an at-will disintegrate, great for carving out dungeons, glorious master of the elements turns you into a Warlock (and better since you can apply metamagic feats) with the benefit of +2 damage for the same target, this is also great at carving out mountains.

Level 8:

Lightning Ring is 2 free 5d6 lightning attacks at the beginning of every round.  Action Economy!!!!!  Feel free to suggest another 8th level Persistable spell.  Check my sig, the 8th level list is also pretty skimpy.

Level 9:

Invoke magic lets you cast a spell into an anti-magic field.  That's amazingly awesome.  Foresight means you can't be suprised, that's huge!  Time Stop is extra time to study, travel, etc., huge!

Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #6 on: September 03, 2011, 09:34:40 PM »
Gotta say that I think Instant Search should make the list for level 1.  Instant Locksmith is a little situational, but the ability to search every round as a free action without slowing the party down is a huge advantage.  Consumptive Field falls into the "So good it's broken and probably not allowed" category.  Time Stop doesn't work as a Persistable spell.

Added Instant Search, you make a good point.  Consumptive field is a divine spell so it'll go on the other list.  Time Stop doesn't work according to the FAQ, but I will leave it there because the rules themselves say nothing to the contrary.  I might replace it with something less controversial but the decent persistable spells for level 9 are very skimpy.

wings of swift flying has already got an h/lvl duration. no need to persist it.

You persist it at the same time you use a rod of lesser metamagic extend for a total duration of 48 hours, that way it needs to be memorized only every other day.  It only becomes unoptimal to persist once you have a CL of 24 or more which takes awhile in most campaigns, and yes by that point you would no longer persist it.

you can't persist moment of prescience, btw. wouldn't make sense to do it, anyway.

Wotc is inconsistent with spells that are discharged, and the RAI is satisfied here since the spell is active until you use it for one instance and then it goes away.  It's not overly that powerful compared to other effects.  I might replace it with another less controversial usage, but again the good persistable spells for level 8 is skimpy.

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #7 on: September 03, 2011, 09:39:32 PM »
You persist it at the same time you use a rod of lesser metamagic extend for a total duration of 48 hours, that way it needs to be memorized only every other day.  It only becomes unoptimal to persist once you have a CL of 24 or more which takes awhile in most campaigns, and yes by that point you would no longer persist it.
then you'd need to do the same with the spell which grants you the ability to fly. wings of swift flying ends as soon as the spell it alters ends.

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #8 on: September 03, 2011, 11:23:03 PM »
Doesn't Invoke magic only apply to a single spell though?
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Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #9 on: September 04, 2011, 12:30:16 AM »
Yes by raw it applies to only a single spell. However, note that if you need to cast a spell that takes longer than 1 or 3 rounds to cast and you want it to last in antimagic, dead magic, or null magic, then you need persistent spell.  Note too that if you know you would go into an antimagic area or face an opponent surrounded by antimagic field, ahead of time, you'll also want persistent and even if yOur paranoid about getting teleport ganked with antimagic attackers, this would be highly desirable too!

zook1shoe

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #10 on: September 04, 2011, 07:57:11 AM »
Adoration of the Frightful in Dragon Magic?

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #11 on: September 04, 2011, 09:55:36 AM »
Shapechange got changed to this.  It caps at 25 HD but also grants Su abilities.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #12 on: September 04, 2011, 03:00:01 PM »
Shapechange got changed to this.  It caps at 25 HD but also grants Su abilities.

The PHB 3.5 also grants supernatural abilities, that's nothing new.  It seems that they reduced the HD Cap in Half.  Silly wizards of the coast!  Very well I'll adjust that.

Adoration of the Frightful in Dragon Magic?

Can you spell out a combo that would make this usage particularly powerful?

Ivory Knight

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #13 on: September 04, 2011, 03:51:42 PM »
No Thunderlance?
Retractable Lightsaber, that can reach out to polearm-length & dispel magical defences?
Wiz/Sorc 4 from Spellcompendium, AFAIK can be persisted.

Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #14 on: September 04, 2011, 03:59:05 PM »
I considered including Thunderlance, however I looked at the current top 10 level 4 spells and thought that each one is a better pick in the end than Thunderlance.  What would you replace Thunderlance with?

Caelic

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #15 on: September 04, 2011, 04:14:30 PM »
Time Stop doesn't work according to the FAQ, but I will leave it there because the rules themselves say nothing to the contrary.  I might replace it with something less controversial but the decent persistable spells for level 9 are very skimpy.



The thing is, if we accept that it does work, then strictly as written, it would mean that the caster gets 1d4+1 rounds of virtual time over the next 24 hours--which doesn't strike me as "top 10" material no matter how you slice it.  Heck, a spell that did nothing for 24 hours would be better.  Personally, I'd recommend Undermaster.  Earthquake once a round at will for 24 hours would be enough to make the list all by itself, and then we throw in SEVENTEEN other unlimited-use SLAs, most of them quite good.  (Flesh to Stone, Xorn Movement, Wall of Stone, Transmute Rock to Mud, Stone Tell...the list goes on and on!)

For the cost of one ninth-level Persisted spell, you're essentially getting eighteen Persisted spells ranging from about fourth to eighth level.
« Last Edit: September 04, 2011, 04:19:26 PM by Caelic »

Bill Bisco: Eloquent Elf

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #16 on: September 04, 2011, 04:39:53 PM »
Time Stop doesn't work according to the FAQ, but I will leave it there because the rules themselves say nothing to the contrary.  I might replace it with something less controversial but the decent persistable spells for level 9 are very skimpy.



The thing is, if we accept that it does work, then strictly as written, it would mean that the caster gets 1d4+1 rounds of virtual time over the next 24 hours--which doesn't strike me as "top 10" material no matter how you slice it.  Heck, a spell that did nothing for 24 hours would be better.  Personally, I'd recommend Undermaster.  Earthquake once a round at will for 24 hours would be enough to make the list all by itself, and then we throw in SEVENTEEN other unlimited-use SLAs, most of them quite good.  (Flesh to Stone, Xorn Movement, Wall of Stone, Transmute Rock to Mud, Stone Tell...the list goes on and on!)

For the cost of one ninth-level Persisted spell, you're essentially getting eighteen Persisted spells ranging from about fourth to eighth level.

Thanks Caelic, I totally missed Undermaster!  Will add that in!

Ivory Knight

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #17 on: September 04, 2011, 04:48:11 PM »
Sandform(So you're a heap of sand, that happens to be able to cast spells? Be happy, if the druid or rangers AC doesn't mistake you for a litter pan :rollseyes)
and
Watchful Ancestors(Let's face it: Imp. Uncanny Dodge idn't that great and the bonus to Ref-saves ends the spell anyways)
strike me as underwhelming.
I can't see me using either one for a duration of 24h and might indeed never make it into my spellbook/ spells known.

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #18 on: September 05, 2011, 01:18:48 AM »
Adoration of the Frightful in Dragon Magic?

Can you spell out a combo that would make this usage particularly powerful?

That and a Dread Witch, makes even oozes and vermin your friends

Fearful Empowerment and Greater Mastery of Terror are fun, since it allows immunities to be bypassed

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Re: Top 10 Arcane Persistable Spells by Level (For Future Handbook)
« Reply #19 on: September 05, 2011, 02:55:56 AM »
Just a few notes:

Nightshield is a cheap +3 to all saves in lieu of an item, a valid alternative.  However it's not that great til CL 9, I might switch that one out.
Master's touch is a free weapon proficiency, specifically use it for exotic weapons for its full effect.

Improvisation becomes nicer later and has no cap, but at low levels, it ain't the shebang, do note however, that Dexterity is an ability check and initiative is a dexterity check, so this spell can help your initiative which is kinda why I like to keep it there.
Greater Resistance gives a +3 to all saves at, IIRC, CL 5, it just takes a higher-level slot.  At ECL 11, you get a +6 resistance bonus from Superior Resistance.  Again IIRC, these both last 24 hours already, no need to persist them at all.  So there's a 2-level window that Nightshield *might* be worth persisting, but there's still a probably better solution out there.

By the time you can persist Master's Touch, either normally or with some flavor of cheese, that 1st-level slot will better used for something else.  Yes, even better than an Exotic Weapon Proficiency feat for a day.

Improvisation discharges.  In fact, the reason the spell is strong is because you can use it to apply huge bonuses to your rolls for a few rounds as needed, and the "drawback" of the overall limit on how big of a bonus you can apply becomes meaningless as the combat should be decided once you've used up all the bonuses.

Level 2:

Whispercast by default only lasts 1 round meaning that spells with a casting time greater than 1 round with expensive material components are not usually available.  Use this to cast Apocalypse from the Sky, Animate Dead, and the like.

Curious why you don't think mirror image is a good choice, you're denying several hits to almost all enemies
Whispercast doesn't work with expensive material components or foci, and it only works on spells 5th-level and lower, so no Apoc from the Sky.  Also, it discharges.

Mirror Image ends once you run out of images, and you run out of images after two Magic Missile spells.

Level 3:

Curious what you'd replace with Ferocity of Sanguine rage, it has no CL cap.  Same with Vital Strike, the guarantee of sneak attack damage seems pretty big to me.
In spite of it being uncapped, it's a tiny bonus, and there's no attack bonus (which I believe matters a lot more).

Vital Strike is a trap, not only because Sneak Attack is a horrible mechanic to deal damage with, but because it negates anything useful you might actually be able to pull off with your sneak attacks (like Crippling Strike or certain Ambush feats).

Level 4:

Curious about displacer form, Draconic Polymorph isn't available yet and regular polymorph can't be persisted.  With displacer Form you have a 50% chance to ignore attacks unless enemy is invisible, combine this with Blinking and Mirror Image for much fun.  You even gain a bite attack and tentacles for multi-attack goodness and unlike many other polymorph spells you can still cast spells in this form.
Assumed you lost spellcasting like other Polymorph spells.  This is actually decent.

Level 7:

Kiss of Draconic defiance screws over high level spellcasters, Eye of the beholder gives you a chance for an at-will disintegrate, great for carving out dungeons, glorious master of the elements turns you into a Warlock (and better since you can apply metamagic feats) with the benefit of +2 damage for the same target, this is also great at carving out mountains.
Even short-range spells out-range the aura.  If they're somehow inside of it, then they can just move and they're safe.

Eye of the Beholder has a chance to be awesome, but a far greater chance to be absolutely terrible.  The spell's effect itself is just plain pathetic.

If you're using this list, then chances are you're a Wizard.  If you're a Wizard, then the ability to act like a Warlock is not a terribly useful trick.  The +2 damage bonus is pathetic, even compared to the weak damage output of the spell.

Level 8:

Lightning Ring is 2 free 5d6 lightning attacks at the beginning of every round.  Action Economy!!!!!  Feel free to suggest another 8th level Persistable spell.  Check my sig, the 8th level list is also pretty skimpy.
The ability to do a completely meaningless amount of damage as a free action doesn't count as improving your action economy.

Level 9:

Invoke magic lets you cast a spell into an anti-magic field.  That's amazingly awesome.  Foresight means you can't be suprised, that's huge!  Time Stop is extra time to study, travel, etc., huge!
Invoke Magic lets you cast one spell into an anti-magic field.  Like a lot of the others you brought up, it discharges.  Unlike some of the others, though, this spell is already a swift action, so you can hardly claim that you're saving on action economy with this one.

Foresight is a pathetic effect for a 9th-level spell, even if it's not persistent.  If you really want to cast it, though, then you can get by with just extending it, it already lasts 10 min/level.  So, with a CL of 18, it lasts 6 hours extended.

-----

Having a "top ten" list sounds like a nice gimmick, but if there aren't 10 spells that are better than absolutely terribad in a given level, then don't feel compelled to go to ten just for the gimmick.